[up] I use my Asp-X as a multi-purpose ship and change outfits as appropriate. My ship's outfits may not appeal to some, sort of massive (heavy), lots of A-rated modules. Ship's outfits are personal and if you ask a hundred CMDRs you will get 100 opinions but this is my Asp-Xs basic outfit. Very flexible and easily modified for different jobs and almost every module is heavily modified. Mind this is a basic, multi-purpose setup and if you want to do something particular like exploring or dedicated combat you will want to modify/change it up:
Lightweight hull (armor) for the weight/mass savings & greater jump-range since mine is not strictly a combat ship. Heavy-Duty mod.
5A Power Plant for its flexibility and thermal efficiency versus mass. Overcharged mod, just enough to run everything plus a few percent to allow for changing outfits.
5A Thrusters (obviously). G5 Dirty Drive mod.
5A Frame Shift Drive (FSD) for maximum jump-range. G5 Extended Range mod.
4D Life Support, saves on mass and increases jump-range. I am not fighting a lot and so don't need a lot of emergency air, 7 minutes is plenty for me.
4A Power Distributor. Charge-Enhanced mod.
5D sensors to save on mass and increase jump-range. A-rated sensors have greater range but are on the expensive side, best for combat ships. Wide-Angle mod.
6A Shield Generator for those times when I do have to fight and/or run. Enhanced, Low-Power mod.
5A Fuel Scoop so I do not need to linger while scooping fuel. I trade this out for a Cargo rack or Passenger cabin on short cargo or passenger runs.
Size 2 Advanced Discovery Scanner for that extra, passive income.
The rest of the optional modules are fitted as needed for any particular job, a SRV hangar one day, cargo racks another day, passenger cabins the next, switched out as necessary for the job at hand. I like to keep a SRV hangar fitted for materials gathering since the Asp-X (and DBX) have the jump-range to easily get me to where the goodies are. My DBX is my main materials-gathering and cheap-to-transfer taxi ship but sometimes I like to use the larger Asp-X and take in the views.
2F (gimbal) Multi-Cannons (2) on the two medium hardpoints. Rapid-Fire mod.
1G (gimbal) Pulse-Lasers (4) on the four small hardpoints. Efficient mod.
Chaff-Launcher.
Heat-Sink launcher. Ammo-Capacity mod.
A-rated Shield Boosters (2) on the remaining utility mounts. I will usually switch out a shield booster for a scanner if needed for a job but the booster always goes back on. Thermal Resistant mod.
I would not go looking for trouble in the HAZRES in this outfit. After all, the Asp-X is a big bullseye when viewed from the top and bottom, but this outfit can usually fight its way out if interdicted by a similar or somewhat larger ship. Always keep at least one, 4-unit capable cargo rack fitted so you are able to accept materials rewards. Many missions will not complete if you cannot accept at least 4 units of materials rewards.
This is also not the longest jump-range outfit as mine is not strictly a ship of exploration. I think I am getting a bit over 35 LY. It is enough, for me, for now.
o7